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File: 1768987717737243.mp4 (1.5 MB, 960x540)
1.5 MB
1.5 MB MP4
marketing & sales edition

>Demo Days
NEXT: https://itch.io/jam/agdg-demo-day-71
Previous: https://itch.io/jam/agdg-demo-day-70

>AGDG Resources
https://hackmd.io/SNd2YQugRG-36CLYc8Og2w

>Progress Posting Guide
https://pastebin.com/0xEt5atn

>Helpful Links
New Threads: >>>/vg/agdg

Archive: https://arch.b4k.dev/vg/search/subject/agdg/
/agdg/ Steam Games: https://made-by-agdg.vercel.app/

>How to WebM
https://obsproject.com
https://github.com/argorar/WebMConverter

>Previous Thread
>>586779560
>>
i don't see why anyone would use unity or unreal in a year from now when anyone can be an ai enginedev chad
>>
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>You survived the slop bubble
https://www.youtube.com/watch?v=3GwjfUFyY6M
>>
>>586902647
i made my own engine using gorilla3d + brutal
>>
>>586902697
post your game real quick
>>
>>586902647
probably saves a few billion tokens not making AI reinvent the wheel by making you not-unreal
>>
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>>586902667
I'm not copying Unity or Unreal.

My engine has a completely different experience than Unity, Unreal, or Godot.
>>
>>586902820
these are old screenshots, any fresh proggy?
>>
>>586902786
what i have now took me a day and barely cost me anything and no recurring unity or unreal fees
>>
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>>586902917
I made this Egg to refine my N64 Adjacent Art Style.

The work done today on the engine was not visual. It was implementing an ECS and Asset Compiler which reads Invisible Blender Boxes and then makes Collision shapes for them in simulation.
>>
>>586902924
is it this? lol>>586902820
>>
>>586903082
@NINTENDO
@REGGIE
@SAKURAI
@MIYAMOTO
>>
>>586903085
What's your point? He obviously doesn't need a big multi purpose game engine.
>>
>>586903085
i'm a different anon
>>
>>586903076
post some rendering code
>>
No one here is stupid enough to think he can code better than Claude right? Pffftt hahahaaha.
>>
>>586903426
anthropic can't even use claude.
they mention that you shouldn't dictate any explicit verification phases for opus 5.5 (because its trained to verify by itself) but whenever i prompt an audit of a previous script it usually finds 1-4 real issues.
>>
>>586903242
since it's a different anon it's not applicable. but the other one could imply the engine he has is an unreal replacement
>>
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progress
>>
continuing from the other thread but how well does claude handle existing projects and UE5 specifically. i don't really use code in mine and just rely on blueprints since i'm a codelet, but if it speeds thing up, works, and isn't obvious with a big 'claude' mark on it then i'd use it for actual code instead of just asking for more blueprint schematics.
>>
Is claude good at making sexy horse girls?
>>
>>586903758
bruh just sub for a month and try it out holy shit you are not signing up for war
>>
>>586903886
redeem an ad, sar
>>
>>586903938
there is no way to know for sure if you'll like using AI until you try it
>>
>>586903758
if you don't use it for hero prop 3d modelling, level design, writing, UI, human character animation or sound effects. you will pass as a real game.
>>
>>586904035
SARRRRRRRRRRRRRR
>>
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>>586902496
>>586902496
https://hornymonkydev.itch.io/waifu-survivors

I just updated my new game.

I made a parody of “Survivors” with copyright infringements end up in a cave full of monsters and upload to itchio.

The game has been out for 10 days and has only had 50 plays on itchio.
>>
>>586904170
SIRSSSSSSSSSSSSSSSSSSssssss
>>
>>586904170
VERY IMPRESSIVE SLOP!!!!!!!!!
HOW STRETCH SPRITES SO NICEFUL???
>>
>>586904170
You would have more plays if it didn't have survivors in the name.
>>
Google Play Store.
Apple Arcade.
Little Rock Games.

Rocket Weasel.
Rapid Fire Games
>>
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this was yesterday
>>
>>586902496
FVARKING ZASED
what happened to dirk?
>>
>>586903886
only once i'm sure it's worth it
>>586904083
that's good to know
>>
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>>586904787
a bit later
>>
>>586905271
post the render code for that scene, i wanna see that $2400 quality
>>
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>>586905271
with ragdolls, navmesh, animations, physics, morphs, effects and more
>>
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>>586902496
FVVVVAAAARKIING BASEED SAAAAAAAAAAAAAR
>>
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>>586905451
it's not one render code i told it to make it's own shader lang and webgpu, vulkan and opengl backends but i can attest the quality is good
>>
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it's currently busy refining spline tools, terrain and pathing
>>
>>586905902
post the vulkan device extensions
ctrl-f "VK_KHR_swapchain" and hopefully grok is using a static array with the rest
>>
>>586905627
>gamelet lud

>>586906139
>yesdev AI Chad
>>
>>586906178
>VK_KHR_swapchain
i did a grep for this but the only results were third party khronos vulkan_core.h
>>
>>586906569
try: VK_KHR_SWAPCHAIN_EXTENSION_NAME
>>
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eggress
>>
>>586906139
>>586905902
i love the dreamy soft feeling of this, i'm definitely going to steal this kind of feels
>>
>>586906767
cute!
>>
>>586906449
>Aifags still dont know what yesdev actually means

Claude really killed aggydggy
>>
>>586906864
post your game, you won't
>>
>>586906951
he doesn't have a game
>>
>>586906864
assraped luddite freak
>>
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>12 hours left
AAAAIIIIIEEEEEEE
>>
>>586906689
also no results but there was a swapchain source in the vk backend
https://sharetext.io/61p62ho3
>>
>>586906951
>>586906951
Im one of the only people still posting proggy here, yall niggas need to start posting (((your))) own games
>>
>>586907308
ai schizo, now is your chance! repost this with her laying eggs or whatever floats your boat.
>>
>>586907402
>also no results
well you literally need it to present anything
but
>engine_mutex_lock(&d->queue_lock);
>VkResult r = d->fn.vkQueuePresentKHR(d->queue, &pi);
>engine_mutex_unlock(&d->queue_lock);
I've seen enough
>>
>>586907308
is there a 1 hit you die mode? I like the eye beam
>>
>>586906767
FVVVVVVVVVVAAAAAAAAAAAARRRRRRRK!!!!
>>
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>>586907549
>>
>>586907670
I'm adding a hard mode later.
>>
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>>586907240
>>586906951
>>586906449
>>
uh oh 'meltie alert
>>
>vkDeviceWaitIdle with swapchain image get
wew lad
>>
>>586907567
well i did tell it not to use the standard library because i hate emscripten and stdlib and give it a range of targets which probably made it worse too.
hadn't really looked at this in particular. you're right this can be bad. it asked me which design i preferred and pushing things each frame or doing it multithreaded standard or following some naughty dog talk. i would have to dig deeper but on first glance i get where you're coming from with.

engine_mutex_lock stalling

the way I started this claude session was.
"I want to build a modern modular 3D game engine. Ask me questions."
then it just gave me a quiz of what i wanted and made a plan and i said go.
>>
>>586908073
it's just dated and about what i expected with generated vulkan.
You should eventually move to timeline semaphore-based synchronization, but absolutely make another branch before you do.
You should also get rid of any `vkDeviceWaitIdle` outside window resize / swapchain rebuilding, because it murders performance and hides synchronization issues.
Assuming grok implemented vulkan debugging (search for "VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT" )
When you get bored one day, open up `vkconfig`, toggle the "validation" config. Then run your game and see what problems need fixing.
>>
>>586907308
The Kanna
>>
>>586907308
>great art
>some of the most bland and uninspired gameplay around
Hire an ideachad, artstacy.
>>
>>586908720
i did catch it making some simplifications during the process on other parts which i had to retell it to do things which it just wrote to some LIMITATIONS.md.
i don't remember anything about when it was writing the vulkan part and maybe it did paste boilerplate in there, it's not really a big concern for me as it only tested it through llvmpipe. maybe the details or priority of vulkan got lost in the huge objective it was given. for now if it plays and the performance is good enough that's fine for me. the type of game i want to make in it isn't very demanding even opengl 4.6 with the extensions would be fine actually. if it becomes an issue i'll look into it, thanks.
>>
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>>586907849
LITERAL snailcattle
>>
>>586909685
>it only tested it through llvmpipe
yeah that's software rendering, no wonder.
good luck and maybe just focus on the opengl one
>>
>>586909339
give him an idea
>>
File: 1793377117215856.png (1 MB, 1024x1024)
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>first build rejected because I added workshop (two weeks after submitting the build)
>second build waiting to get approved since late october
my game was set to release on monday
>>
>>586910430
i'll trade kanna an idea for each new level he makes
>>
>>586910013
yeah i know llvmpipe is the mesa software rasterizer and i've had issues in the past trying to run it against a real gpu too so i know it's not perfect. i just have claude working on the website and test the web version because it has multiple backends when it compiled the artifacts. i'm not an expert on the latest vulkan or something and i know they changed a bunch of stuff in 1.4 but i know that you have more control over memory and better able to line up the cpu and gpu frame times as a consequence, directly writing to host/guest altough there are some gl extensions now too. all i tried to say is just i haven't really tried the vulkan backend myself yet.
>>
>>586910013
comment was too long
also nevermind i forgot i can use claude now i just told it what you told me.

>The backend already uses timeline semaphores. Now the vkDeviceWaitIdle call sites and how validation is configured:

Partly right. The specific things they predicted were already fine, but their real advice, to turn on stronger validation and look, found genuine bugs.

What was already modern:

Timeline semaphores: the Vulkan backend already does all CPU–GPU sync through one timeline semaphore, with no fences. It also already uses Vulkan 1.3 with synchronization2 and dynamic rendering. So there’s nothing to migrate.
vkDeviceWaitIdle: it’s only called at device teardown and when a swapchain is destroyed or rebuilt (resize, out of date). That’s exactly the exception they named. The engine’s own “wait idle” waits on the timeline, and only shutdown code and tests call it.
Validation: the debug messenger they mention exists, and debug builds already ran the validation layer, failing CI on any error.

Where they were right: we only ran the basic checks, which reported nothing. Turning on synchronization validation — what their vkconfig suggestion amounts to — found three real classes of hazard that could cause flicker or wrong results on real GPUs:

Start-of-frame transitions waited for nothing. The scene’s colour and depth targets could be transitioned while the previous frame was still writing them. Swapchain images could be transitioned before the acquire semaphore’s wait.
Nothing ordered one submit after another on the GPU. The engine assumes later submits see earlier writes, as WebGPU and GL guarantee, but Vulkan doesn’t provide that by itself. Each command list now starts with one global barrier, a handful per frame.
Overlapping GI updates when streaming. Neighbouring streamed cells’ GI data shares border probes. When several arrived in one frame they were copied in no fixed order, so which cell’s probes won was up to the GPU.
>>
holy fuck just tell Claude you want modern 1.3 Vulkan features
>>
>>586911032
let them live out their last days happy
>>
>>586910887
>supposedly using timeline semaphores with a mutex on queue present
yeah, claude is not replacing graphics programmers anytime soon.
I would nuke the vulkan backend and stick to opengl
>>
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thoughts?
>>
regret not daring to do more
I had a lot of game-prototypes that I never developed further because I knew I couldn't implement everything I wanted and didn't want to sell a half finished product

meanwhile countless devs have been making millions with games that have been sitting in Early acess for the past 5 years
>>
>Demo day is tommorow
>next week I should be good for making a jam game, but after that my free time is cooked
>>
>>586911238
some kind of ghost?
>>
>>586911259
same.
>2016
>seeing if my game idea is unique
>oh damn, someone already thought of mixing dominion and dungeon crawling, I don't want to step on any toes.
>>
>>586907308
How come no one's stolen this game?
>>
>>586911259
>>586912083
Just fucking do it
Better to have done and failed than to eternally ragrat
>>
>>586911960
>demo day is tomorrow
>but SI could end today
please god just two more days, there's only one game I need to clone



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